Level
5th
Casting Time
1 Special
Range/Area
90 ft.
Components
V, S, M *
Duration
Special
School
Evocation
Attack/Save
None
Damage/Effect
Radiant (...)

This spell channels the powers of the sun. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this using one action, you choose a point that you can see within range, you create there up to 4 (minimum of 1) radiant sun rays, then unleash them at targets within 30 ft of the point where they were created (the targets can be beyond the spell's range). 

After you choose the number of rays you create, you divide 8d10 radiant damage between the rays however you see fit, then make a ranged spell attack for every ray. On a hit a ray deals the amount you allocated. For example: you can create 3 rays, the first of which could deal 4d10 radiant damage on a hit, the second could deal 3d10 radiant damage on a hit, and the third could deal 1d10 radiant damage on a hit.

The next option of the spell consumes the materiel component: If you cast this spell over one hour, you imbue a willing creature you touch while casting the spell with the power of sunlight for the next hour. For the next 4 hour the creature deals an extra 1d10 radiant damage with melee and ranged attacks. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage you divide between the rays and the extra damage to melee and ranged attacks increases by 1d10 for each slot above 5th. Additionally When you cast this spell using a spell slot of 6th level or higher, you can create an additional ray for each spell slot above 5th

 

* - (Piece of polished sun stone worth 700 gp )

Available For: Cleric (Legacy) Druid (Legacy) Warlock (Legacy) - The Celestial (Legacy)

mito1768

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